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What type of adventuring do you prefer?

What type of adventuring do you prefer?

  • An Adventure Path

    Votes: 14 14.4%
  • One or more mega adventures combined with short adventures

    Votes: 34 35.1%
  • Lots of short adventures

    Votes: 18 18.6%
  • It doesn't matter

    Votes: 31 32.0%

I prefer a mix of short and long adventures.

APs tend to lose momentum as time goes by and are also very hard to keep from going off-rails.

For our group short adventures work best because a lot of time passes between sessions (we play about once per month). However, important 'milestones' in a campaign deserve a more detailed treatment, so longer adventures have their place in a campaign.
 

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I think an adventure path is considered to be a single plot that is supposed to take you from level 1 to level 20. It might feel like many short adventures, but overall, the goal of the AP is to learn about a scenario and play out the end of that scenario by level 20.

As a DM, this is my preferred mode of roleplaying. For over four years, I have been running the same campaign, centered around the BBEG and her evil plans. The party has visited locales such as Turucambi Reef, the Sinking Isle, and the Jungle of Lost Ships as they battled minions, underlings, and followers of the BBEG.
 

I like most adventure path style with some extra content and freedom to roam around where ever we want to go. This forces "adventure path" be interesting. I generally like games with some plot, and strong theme, and freedem of choice. I also prefer games where you can as well become villains than heroes. Though I am willing to go for some more heroic theme too, if I like premise.

We usually tell who character goal is, then we tell what we really want our character become. Sometimes it's one of players who has best theme thought for game, sometimes it's invented by dm. One of my dm:s likes players to invent focus for game and sell it to him. If he likes it that's what we play. If not, new try.

However it's pretty easy to make some random adventures part of some story, like our another dm does. He changed all modules to relate some Moander cultist doing some evil stuff. There is theme, but plot is kinda what we make of it. Expecting to fight some avatar of Moander, maybe.

Problem with adventure paths and adventure modules of today is, that they aren't really that good. Not compared to some basic D&D and 1st ed AD&D adventures. Some of those were awesome, and partially because rules weren't so strict. And there was more pulp horror and scifi. I like that. Pathfinder modules vary in quality. Often they start strong and then go weaker. There are people who should never write high level modules. Especially those who don't like playing high level. Reason probably why adventure paths take you to lower levels than in beginning. My prefered gaming is 9+ levels. And all those names, before pathfinder I thought oriental adventure modules were once with "names that is hard to remember and everyone got them".
 
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Short adventures. Think something like a collection of pulp fantasy works ala Conan, solomon Kane, Fafhrd and the Grey Mouser, etc. Not a fan of adventure paths at all, or the modern day mega adventure. But no problems with the original GDQ, or the original A series (before the mid eighties rewrites) for example.
 

I prefer the "fun" kind.* :D

As Elf Witch said, that isn't dependent upon a certain structure of campaign. That said, I prefer some overarching plot but need periodic accomplishments to be satisfied. So I picked "combined."








* Surprisingly, the unfun kind is... not fun. :erm:
 

I picked "One or more mega adventures combined with short adventures" but it is somewhere between that and "lots of short adventures"

As a player I like to have flow in character and connected story in the game, but I don't want to be doing the same overarching story the whole life of the characters - I never really want to do an adventure path. One or two adventures that span 5 levels or so, and a lot that do 2 to 3, and many that are not much more than a few encounters connected by story threads. A variety of tone and approach keeps things fresh for me.
 

I prefer big things mixed with little things. The big things keep the game moving and options open, while the little things are usually more fun.

Dice
 

The "I don't want the DM to know what's going to happen no matter how short of a time-span we're talking about" option. I'm not sure which one that would be in this poll..
 

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